Yea, tihs si so kewl, It si liek teh rel world but it haev magic monstars and heros wiht swords adn stuff. You can heav evan dragons bcause it si not real, get it, hahaha. I haev a wepsite alredy!!1!11.JJ86 said:Wow, a magic/fantasy game. How unique.
About melee skills. Here is what I have at the moment: 3 basic skills (one-handed, two-handed, and, for the lack of a better word, exotic, which would cover weapons that don't look like anything you've seen before, but you like what they do ). I also have (for now) sub skills like axe, sword, etc that would give you bonuses to specific weapon types. I thought that the more options and different character types I'd have the better. You could have a character who can hit you with pretty much anything and would be able to pick a perk for example that would deliver a percentage of damage to those who are close to the main target; or you could have a blademaster who would not be any good with an axe but extremely dangerous with a sword and would be able to pick a perk augmenting his particular style. I didn't want to waste perks on specialization as, imo, perks shouldn't increase skills but supplement existing ones. What do you think?Otaku_Hanzo said:But let's also say that instead of a perk, I can take a specialization. Let's say, for instance, long swords. From that point forward, I would get a bonus to my melee skill when using long swords. FO has small guns and big guns skills, but take it one step further and combine the two but allow for specializations. For guns though you don't have to get technical as far as specializations go. No "Smith & Wesson .44 Magnum" specializations. Instead, just categorize it as handguns/rifles(shotguns)/smg/machinegun/heavy machinegun. Now you'll wanna make the bonus worth it. Maybe say +20% to hit and a better chance for criticals when using that specific weapon type.
General melee skill is too plain, imo. Like I said I want to make as many different character choices as I can. If you don't like any particular skill, you would be able to stick with what you like.Megatron said:Exotic always seems a little shit. I'd rather have a general melee skill, perks for certain types of weapons then weapon familiarity (the more you use the weapon, the better you yield it)
I thought that BG2 had dual wileding. Don't remember about IWD2 games. ToEE has dual wielding. So, whatcha bitching about?akimbo daggers would be nice though. I hate how fantasy games allow you to carry a sword and a shield but not two swords ((
I'm glad someone asked. Humans, then of course, humans, and I'm thinking that throwing some humans into the mix would be a nice touch. Somebody said before that an elf is basically a human with high dex, and I agree with that. Unless there is a good reason to introduce interesting unique classes that are more then some pregenerated variants of a basic human, there should be just one race. I don't have such a reason for this particular game.What races are planned?
Yep, looks like it, but that's what I will do nonetheless. There are reasons for that. I hope that those of you who live in countries run by dictators would be forced to play it, those who live in free countries would enjoy the freedom of choiceI'm also a little confuzzled about the fantasy setting. It seems everyone here is bored of it.
Vault Dweller said:I thought that BG2 had dual wileding. Don't remember about IWD2 games. ToEE has dual wielding. So, whatcha bitching about?
I dig humans, I was thinking more race-orientated. Like Asian, African, European. You wouldn't name them that though because it would be...RACIST!Unless there is a good reason to introduce interesting unique classes that are more then some pregenerated variants of a basic human, there should be just one race. I don't have such a reason for this particular game.
Vault Dweller said:General melee skill is too plain, imo. Like I said I want to make as many different character choices as I can. If you don't like any particular skill, you would be able to stick with what you like.
Vault Dweller said:Unless there is a good reason to introduce interesting unique classes that are more then some pregenerated variants of a basic human, there should be just one race. I don't have such a reason for this particular game.
I thought you said fantasy games, but yes, dual wielding is a nice option.Megatron said:Arcanum and Fallout :O
Yep, I better call my humans fantasy-americans or somethingI dig humans, I was thinking more race-orientated. Like Asian, African, European. You wouldn't name them that though because it would be...RACIST!
For the story-related reasons, everybody starts in one place. I can change that of course, but as ToEE shows people don't dig vignettes unless they are hours-long mini-games I'm trying to reduce the amount of unnecessary and unappreciated work.It would also be nice if you added that if it changed your starting location and reactions.
Otaku_Hanzo said:Crack Shot - The character suffers no penalties to his combat skill for called shots and can effectively increase the range of his weapon by an extra 50%. This would also require a high skill level and apply only to ranged weapon combat.
Agree. Everything has to have a reason.MrBrown said:Well, taking on your point below about races, I wouldn't add too many skills unless there's a really good reason.
It's a good idea, but at this point I'm trying to make the game as fast as possible which is still a lot of time. Hence the generic not-important fantasy setting. The story is not bad, imo, not your usual type. The main focus is on the character, interaction, choices, development, making your own story, etc. Adding stuff like races, backgrounds, developing and explaining different cultures seem like a waste of time at that point. My goal is to make a solid basic game that's fun to play. If I succeed in that and feel that I have something good then I'd be able to add extra things like history, culture, better art, etc.Since you seem to be going with a Fallout-esque system anyways, you might want to introduce cultural/geographical/"racial" differences with Traits.
Both hands. No dual wielding is planned at this point although it's definitely a good option. See above.Role-Player said:And VD, you say the melee skills right now are one-handed, two-handed and exotic. Is two-handed set for holding a weapon with both hands, or holding one on each hand?
Vault Dweller said:It's a good idea, but at this point I'm trying to make the game as fast as possible which is still a lot of time. Hence the generic not-important fantasy setting.
But back-story is fun. At least having those books that explain stuff like in Morrowind would be nice. You could get someone else to write them as well.Adding stuff like races, backgrounds, developing and explaining different cultures seem like a waste of time at that point.
Megatron said:It's similair to saying arcanum is sexist because the different genders have different stats at the start.
Nope, magic is an important part of the story, sorry.Megatron said:I'd rather see a fantasy setting with tech instead of magic. Like arcanum with no magic stuff.
It's fun, I agree, I'm just trying to take it one step at a time. As for getting someone else to write it for me, the game would have to be in final stages for that still.But back-story is fun. At least having those books that explain stuff like in Morrowind would be nice. You could get someone else to write them as well.
No, I don't care about political correctness at all. Fuck that. It's just like I said so far I don't see a good reason to introduce races if they add nothing. Fallout was fine with just humans. I had a campaign once where I used 2 different cultures very well, but that wouldn't fit here.I think if you did races without bothering about the real-world it wouldn't matter much. It's similair to saying arcanum is sexist because the different genders have different stats at the start.
Not planned at the moment due to technical limitations. Would be cool though.Will there be different melee styles in the game?
MrBrown said:Megatron said:It's similair to saying arcanum is sexist because the different genders have different stats at the start.
Arcanum is sexist because female characters have to sleep with a slimy gnome to complete a quest. And Tim Cain is the enemy of all women. :evil:
MrBrown said:Arcanum is sexist because female characters have to sleep with a slimy gnome to complete a quest. And Tim Cain is the enemy of all women. :evil:
Vault Dweller said:Nope, magic is an important part of the story, sorry.Megatron said:I'd rather see a fantasy setting with tech instead of magic. Like arcanum with no magic stuff.
Vault Dweller said:I didn't want to waste perks on specialization as, imo, perks shouldn't increase skills but supplement existing ones. What do you think?
MrBrown said:I had a female elf with high charisma. Maybe I was lacking the skill, or willpower, or something.
Role-Player said:How about making it so the character, by needing to focus on a crack shot, has the potential for dishing out more damage, but is more vulnerable to blows, and therefore, will suffer double damage when activating the skill? He won't be very perceptive of things in the battlefield if he's focusing all his shots like that.
Nope, I guess I just didn't explain my point properly. I think that perks shouldn't give bonuses to skills, skill perks should be results of you achieving a certain level in skills and represent a logical conclusion of such an achievement. For example, you've learned a few fanciful moves showing off your skill and those opponents with lesser fighting skills are intimidated by you and thus get a penalty to hit you. This sort of things. Anyway, like I said before I have specialization skills and that's what you increase if you want to be good with a particular weapon. That creates a choice between specialization (finesse) and generalization (brute force). If I throw in a perk or an option to pick a specialization, it'll screw up my system. If for whatever reason i decide to remove specialization skills I'll definitely replace them with specialization perks although not as uber as 20% to hit and better criticals. I believe in hardwork and moderation.Otaku_Hanzo said:I think you misunderstood what I was saying.
The story is very cool. You find a magic ring and then a wizard tells you that you better destroy it, and you have to go to the only place where it can be destroyed. I won't tell you more as I don't want to spoil it.Megatron said:What is the story anyway? Ancient evil? Magic rings? I think coneheads would be a pretty good setting. Make a coneheads crpg.